Business And Economy Archive

Thread: Cross Server lot trading

Khristen
Sun Jul 13, 2003 12:31 pm
#1






Phaelyn wrote:




An Exploit is undertaking to reproduce a bug that inherently is impossible within the game's mechanics. Double slicing was an exploit - Lot trades at BEST are a work around *suggested* rules. It doesn't break the game's mechanics one iota.







An exploit is using either a "feature" or a "bug" of the game in a way that was not intended that provides an unfair advantage over other players. Meaning that unless other players alsotake advantage of the same flaw, they are at a disadvantage to the player that has.


If something is "inherently impossible" as you say, then isn't it...well....impossible? Meaning you can't do it at all? Double slicing was an exploit, yes, because it took advantage of a loophole in coding that the devs didn't expect. Not because it was impossible for the game's mechanics.


It all comes back to the "Just because you can, doesn't mean you should" statement. It applies to loopholes in coding that allows things to happen that shouldn't as well as using game mechanics that are not "broken" in a way that they aren't supposed to be used.


Back when creatures/NPCs didn't warp through structures, it was possible to "catch" them on harvesters and essentially trap them in place until they were killed. It was not completely a bug that they couldn't--players can't warp through structures. But someone figured this out, realized that they could take on AI that was way out of their league, plopped mineral harvesters down in the krayt graveyard, and soloed a couple of krayts with absolutely no risk to themselves. It was a game mechanic that NPCs followed the same rules as players in regards to moving around structures. Someone just used that game mechanic in a way that was unintended to do something that was never intended to happen.


Admittedly, there is quite a bit of grey area in regards to cross-server lot trading. How is trading from one server to another different than buying lots from someone on the same server? Not by much, but there's a big difference in what was intended by placing lot restrictions on characters. Cross-server trading puts more into the supply of the server than there is in the demand of the server. Meaning those "ghost" characters aren't taking anything out for what they're putting in. It creates an imbalance that changes the overall economy of the server.


An end to cross-server trading--however that might be accomplished--would not be the doom and gloom that so many people would like to predict. Crafter's would still have resources. People would still make money. People would still spend money. The sky would not fall (unless there's another graphics glitch with the asteroids LOL). The big corporations/monopolies/whatever you want to call them might not be "the" name in a particular market anymore, but all that does is open it up to other crafters who can't make factory runs of every item under the sun. Those crafters might have to actually *gasp* craft things by hand rather than in huge runs so they can go out and do something "fun" (i.e. Combat). As I've always said, play theplaystyle you want to play--as long as it's nothurting someone else's way of playing.


The vast amount of resources mined/available on a server has a tendency to prevent newer players from even beginning to compete. Those resources generally exist from cross-server trading. With the help of my guild, I can pull about 1 mil resources max from a good spawn/resource percentage. That's more than enough to hold me off for awhile, and I have a shipwright that I support. That kind of stack is small change to resource brokers with static harvester fields of 100+ harvesters. There's something not quite right when the efforts of an entire guild pale against one cross-server trader.


Ending cross-server trading can only help the economy in the long-run. How to stop that, though, is not an easy thing.




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Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
GrafvonSoden
Tue Jan 18, 2005 12:50 pm
#2

Was just wondering if the Devs consider Cross Server lot trading as a legitimate function of this game. And if not, are there any plans in the works to resolve it ? Do you (Devs) believe its hurting the economy ? Do you (Devs) believe its fair to people who dont cross server lot trade ? And if it's really no issue, then why regulate people to only 10 lots ?


With the new "Open Communication" lines between the Devs and us, was hoping to get some insight on how they percieve this issue.


Thanks
Quadork
Tue Jan 18, 2005 12:58 pm
#3

This is a great question and one that deserves addressing.



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pircio
Tue Jan 18, 2005 12:59 pm
#4

i don't static lot trade but it doesn't really bother me



an easy way to get it to stop though would be to make it so only the owner could put maintenance and/or power in whatever's being traded. idk about you but if I had to log in every week and arrange times to get money/power from whomever i was trading with i definately wouldn't go to the hassle. if you have an alt its not as bad if you have good self organizational skills.



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Phaelyn
Tue Jan 18, 2005 2:00 pm
#5






GrafvonSoden wrote:

Dyrty,


The problem is people that are doing this are circumventing game mechanics to get an advantage over those that play "By the Rules".

First off, let's look at "By the Rules". Circumventing? Hardly. ANYONE can do lot trades - they just choose not to. Just because you do not wish to use a legitimate process does NOT mean that it's still not legitimate. After all, the same process can be done on the same server - I just "buy" the lots of characters that are full combat, and don't keep a house or use their lots in any way. By "buying/renting" their lots - Am I circumventing game mechanics? No - because I have paid for goods, in this case, their lots. Trading is the same thing - I am buying THEIR lots on my server, and they are doing the same in return on theirs.

In this game, everyone has to make a decisions, whether its what combat skills to use skill points on, or how many lots touse for houses, harvesters, guild hall, or whatever. Maybe a better concept should be put in place. For crafting professions, put in more lots for masters etc.

I see no problem with trading of lots cross servers. However, I *do* see an issue with people doing it just for credits to sell on Ebay. Instead of asking to have corss server trades be eliminated - Why not have SOE go after Ebay sellers more stringently? That way, the only people who will be doing lot trades will be those who actually NEED the lots - those such as Architects and Shipwrights whose resource use is astronomical.


The point I'm makeing is not whether more lots are needed, but fairness to those that don't circumvent the rules. Everyone should be held to the same standard. And if that can't be done without cross server trading, then something is woefully wrong.

I appreciate, and respect your opinion on this. I however see it very differently. I think that if something is possible, as long as it's not an outright exploit, or taking advantage of a Bug - It can and will be done.


thanks









Phael'yn Maxlord
- I support Common Sense - Too bad it's in short supply.

Quote that sums up the current, flawed direction of SWG:
"No, I do everything solo and I see no reason why I should need anyone else"

A way to bring Combatant and Crafter together.
GrafvonSoden
Tue Jan 18, 2005 2:47 pm
#6

Phaelyn;


Anyone could double slice weapons too. IT WAS and exploit. So to say that if you can do it, its ok, is not right.


I never said there was anything wrong with lot trades.If a combatant wants to rent his lots to you, fine, more power to you both. I say there is definitely something wrong with "Cross Server" lot trades. If someone creates a character for the sole purpose to give you more lots, then has you do the same on his/her server, that is cross server lot trading.


The problem lies with who is to determine who is "Ebaying", and who is actively playing. That is probably why no Devs have ever said anything about it. How do you determine if its just a character created to trade for lots, or an active player that is combat or otherwise.


If there is nothing wrong with it, why even limit us to 10 lots ? You are obviously playing with more lots than 10. Why cap it for anyone elsethen ?


That being said, we probably wont hear anything from the Devs, nor will anything change in relation to this.


sknomad
Tue Jan 18, 2005 2:53 pm
#7

phael'yn

if it was intended for players to be able to place 40 harvs .. don't you think each character would have that many lots available to him/her ?

servers are supposed to have their own, independant economies.. there's a reason when you transfer a character from server A to server B, that his posessions and lots etc are not taken with him.

saying that just because some players choose not to do it, means that it is not an 'exploit' or work-around to the 'rules' doesn't jive.

that's like saying if your neighbor steals your snow-shovel, and you don't steal it back, it's not really theft.. he's just borrowing it indefinately without your permission =)

Personally I think it is something that should be cracked down upon - once a player is established with these lot trades (and lets be honest, there are some HUGE lot trades going on, to the tune of 40+ lots per person).. it's a little hard for the average person to compete with that is it not?
This means that a player with 4 accounts can get *80* lots on 1 server.. I'll let you do the math on that one as far as how it unbalances the economy.

personally, I'm not a crafter, so I don't have any vested interest in it either way, but in fairness, player A should have the same opportunities as player B. Which, unless player B wants to buy 3 more accounts like player A, is not possible.

Not only would I come down hard on the cross server trading, I would find some way to limit the lots/harvesters to the actual owner of the lots.
IE: Player A with his 4 characters, each character can run his 10 lots however he pleases, but he should not be able to combine them.

There is no way to easily enforce limitations on this, other than to restrict the gathering/maintenance to only the lot owner.. And I realize my opinion would not be very popular, and that a lot of the people who do have these insane harvester fields would have hissy fits if it were to ever be implimented... but the economy is broken, and sometimes toes have to be stepped on to fix problems.




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Master_Mavric
Tue Jan 18, 2005 3:34 pm
#8








Sknomad wrote:

phael'yn

if it was intended for players to be able to place 40 harvs .. don't you think each character would have that many lots available to him/her ?


"They do you as a player have 100 lots avalibe to you. You need to rephrase this to make your point."


servers are supposed to have their own, independant economies.. there's a reason when you transfer a character from server A to server B, that his posessions and lots etc are not taken with him.


"Ya the devs dont want to have to mess with the data base and if your house transfered with your toon chances are it would spawan in the middle of someone elses house."


saying that just because some players choose not to do it, means that it is not an 'exploit' or work-around to the 'rules' doesn't jive.


"The devs said AFK Macroing is not a exploit or work around and that it is a ligit function of the game though it was not intended. How is it any differnt?"

that's like saying if your neighbor steals your snow-shovel, and you don't steal it back, it's not really theft.. he's just borrowing it indefinately without your permission =)

"This makes absolutly no sence"


Personally I think it is something that should be cracked down upon - once a player is established with these lot trades (and lets be honest, there are some HUGE lot trades going on, to the tune of 40+ lots per person).. it's a little hard for the average person to compete with that is it not?
This means that a player with 4 accounts can get *80* lots on 1 server.. I'll let you do the math on that one as far as how it unbalances the economy.

"Is this about lot tradeing or is a vendeta against people with multipul accounts?"


personally, I'm not a crafter, so I don't have any vested interest in it either way, but in fairness, player A should have the same opportunities as player B. Which, unless player B wants to buy 3 more accounts like player A, is not possible.

"Again what is this real about? and if you dont care why do you seam to care?"


Not only would I come down hard on the cross server trading, I would find some way to limit the lots/harvesters to the actual owner of the lots.
IE: Player A with his 4 characters, each character can run his 10 lots however he pleases, but he should not be able to combine them.


"If your not a crafter you have no idea what this means. Not only is does it hurt the comunity as a whole which is the only thing that makes SWG differnt from EQ2 but it has so many work arounds its not funney specialy when your talking about multiple accounts not lot swaping."

There is no way to easily enforce limitations on this, other than to restrict the gathering/maintenance to only the lot owner.. And I realize my opinion would not be very popular, and that a lot of the people who do have these insane harvester fields would have hissy fits if it were to ever be implimented... but the economy is broken, and sometimes toes have to be stepped on to fix problems.


"See above statement"








You need to decide if your against lot swaps, mulitpul accounts, or the game as a whole man and by the way im a non-swaper/non-afk macroer but i do own 3 accounts. I can tell you personaly, manageing all my stuff with out the ability to give my other toons administration would be a nightmare. You have no idea what you are suggesting








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Flagoo
Tue Jan 18, 2005 3:49 pm
#9

One solution I can see is to make lots attached to the account rather than the character. This means that every account can place, say, 100 harvs either on one server or spread over every server they have a character on.


Problem with this though is it gives too much of an advantage to players with mules and alt accounts.


Maybe the lots can be allocated by skill level. That means a novice of "x" profession can get "y" number of lots, and a master of "x" profession can get more lots.


Another option is server consolidation or a reduction in the number of characters a player can create on one account.



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Master_Mavric
Tue Jan 18, 2005 4:00 pm
#10

hehe 100 lots time my 3 accounts i could run just personal harvesters and do well however i would hate manageing all that it would be my entire game life







Major Tolk Esrafa, MRiflemen-BH-Ranger, Antarian Ranger
Capt. Aris Esrafa, MBH-MCarbineer, Antarian Ranger


Phaelyn
Tue Jan 18, 2005 4:09 pm
#11









sknomad wrote:
phael'yn

if it was intended for players to be able to place 40 harvs .. don't you think each character would have that many lots available to him/her ?
Not at all - Again, one person can "buy" lots on the server itself, even if the character being bought from has to do some of the work IE; placing Maintenance and power, I would STILL have the benefits from the 40 lots. This too is a Work Around, in your words - and therefore is it also illegal in the rules of the game?
servers are supposed to have their own, independant economies.. there's a reason when you transfer a character from server A to server B, that his posessions and lots etc are not taken with him.
Yes - but the TRUE reason isn't because of in game economies - it's due to real world coding. If there was an easy way for a character to be transferred with everything they own, I guarantee you SOE would implement it.
saying that just because some players choose not to do it, means that it is not an 'exploit' or work-around to the 'rules' doesn't jive.

that's like saying if your neighbor steals your snow-shovel, and you don't steal it back, it's not really theft.. he's just borrowing it indefinately without your permission =)
Not quite the same at all - I am saying that a lot is a lot is a lot, whether it is from someone who actively plays on this server or not.
Personally I think it is something that should be cracked down upon - once a player is established with these lot trades (and lets be honest, there are some HUGE lot trades going on, to the tune of 40+ lots per person).. it's a little hard for the average person to compete with that is it not?
This means that a player with 4 accounts can get *80* lots on 1 server.. I'll let you do the math on that one as far as how it unbalances the economy.
Now, you have finally reached what the REAL problem is - Multiple accounts. THIS is what shouldn't be allowed. I'll say the same to you - do the math on why SOE allows multiple money making accounts. However, can you please give me an instance where someone with 80 lots unbalances an economy? MY math shows that someone with 10 lots can mine at exactly the same extraction rate and cost as the person with 80. The difference IS that the player with 80 lots can UNDERSELL the player with only 10, and still make a profit. For example, Player A with 10 lots sells 100k of a resource at 3cpu. It cost him .6cpu, so he makes 2.4cpu in profit through his efforts. Player B with 80 however pays the SAME .6cpu to mine the resource, and sells 100k of it at 2cpu, for only a 1.4 profit. He makes more through the sheer amount of goods he was able to mine. By selling the resource at a lower cost, many more crafters will be able to afford the resources to make more goods, which they in turn will be able to sell at a lower cpu, and still make profit. More lots doesn't make the economy inflate - it assists the economy in lowering overall costs. You argue on the basis that it is unfair to the "little guy", which is a misnomer.
personally, I'm not a crafter, so I don't have any vested interest in it either way, but in fairness, player A should have the same opportunities as player B. Which, unless player B wants to buy 3 more accounts like player A, is not possible.
See, you see the problem as I say - Mulitple accounts is the problem, not lot trades. Player A can afford and owns 4 characters - Player B is not a rich man in real life, and cannot afford 3 additional accounts, making it not FAIR to him, because he can't compete. So right there, Player A and B can NEVER have the same opportunities. Unless he was to trade lots cross servers....
Not only would I come down hard on the cross server trading, I would find some way to limit the lots/harvesters to the actual owner of the lots.
IE: Player A with his 4 characters, each character can run his 10 lots however he pleases, but he should not be able to combine them.
How does that stop harvest farming? it doesn't at all. It only adds one additional step to the process.
There is no way to easily enforce limitations on this, other than to restrict the gathering/maintenance to only the lot owner.. And I realize my opinion would not be very popular, and that a lot of the people who do have these insane harvester fields would have hissy fits if it were to ever be implimented... but the economy is broken, and sometimes toes have to be stepped on to fix problems.
The economy isn't broken due to harvesting farms. It's broken due to a LOT of different attributes. The ONLY argument that holds any solid ground in regards to harvesting fields is this: It limits the playing space for active characters.






Let me add that I find this discussion very stimulating, and I /salute you for your thought out and non-hostile responses.

Message Edited by Phaelyn on 01-18-2005 06:14 PM



Phael'yn Maxlord
- I support Common Sense - Too bad it's in short supply.

Quote that sums up the current, flawed direction of SWG:
"No, I do everything solo and I see no reason why I should need anyone else"

A way to bring Combatant and Crafter together.
Phaelyn
Tue Jan 18, 2005 4:18 pm
#12






Flagoo wrote:

One solution I can see is to make lots attached to the account rather than the character. This means that every account can place, say, 100 harvs either on one server or spread over every server they have a character on.


Problem with this though is it gives too much of an advantage to players with mules and alt accounts.


Maybe the lots can be allocated by skill level. That means a novice of "x" profession can get "y" number of lots, and a master of "x" profession can get more lots.


Another option is server consolidation or a reduction in the number of characters a player can create on one account.






I have to say, of all your suggestions, i think the last is the most probable. By making it so each account can only have say, 4 characters throughout the servers, you limit the amount of lots PER CHARACTER to 40. Again.however, this does not address those Ebay'ers making hundreds of dollars through credit sales using a portion of what they make to have additional accounts, and repeating the process ad infinitum...



Phael'yn Maxlord
- I support Common Sense - Too bad it's in short supply.

Quote that sums up the current, flawed direction of SWG:
"No, I do everything solo and I see no reason why I should need anyone else"

A way to bring Combatant and Crafter together.
Alukolli
Tue Jan 18, 2005 4:22 pm
#13

i am an dedicated crafter. and i know we dont have enough lots. so i got myself some more account just to get more lots..


i am wondering about what are the difference in some one do an cross server lot trade, or if dev raise the number of lots to each account insted of per server,


To as were stated 100lots?






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